Name: The Contagion (Asphyx ****, BP3)
Unsatisfied with the effects of Asphyx merely on the living, the good Doctor Callum dedicated time and effort to becoming, in his own opinion, better than his Sire. Experimenting on himself and bits of Damned flesh carved from his own body, the good Doctor created a new variant of the toxins and poisons that all Brothers of Ypres are capable of creating, resulting in a noxious gas that now attacks the Undead cells of the Damned.
System: All Asphyx powers are now capable of harming a Vampire in the same way they affect the living. Like any Supernatural splat, the affected Vampire rolls Stamina + Resolve + Blood Potency - Toxicity (BP + Asphyx) to avoid damage.
Name: Taste of Yesterday
Disciplines Required: Blut Alchemie 4, Auspex 3
Description: Amongst the Dilettantes this power is a common devotion, despite - or perhaps because of - the horrifying waste of resources involved in its use. By combining the higher levels of blut alchemie, which enables the Dilettante to create any mundane material they can understand from within blood, and judicious use of Auspex, which draws out the spiritual knowledge of matter, the taste of blood can be altered in order to bring back memories of mortal delicacies.
Few Vampires see this as anything more than a novelty - indeed, the taste is usually considered worse than 'pure' blood. However, there can be some amusement value in drinking blood which tastes like wine, which conjures up the image of succulent lamb or rich, dark chocolate. At the depraved parties of the Dilettantes, inventive cocktails can greatly enhance the alchemist's reputation!
System: The player rolls Science + Blut Alchemie. For each success, 6 blood points of 'normal' human blood can be transformed into one point of 'flavored' blood. The process takes one hour. Unlike other uses of Blut Alchemie, vampiric vitae CANNOT be used or flavored in any way by this power - the taste of vitae is simply too powerful to be 'enhanced' in such a manner.
Blood treated in this way will stay fresh and pure for one week for every point of Blood Potency possessed by the creator, so long as it is properly stored (in a cool, dark place - not left out in the sun). Vampires who drink the blood gain one blood point as normal. Mortals and other supernatural beings induced to drink the blood must roll Stamina + Survival (+resistance stat if applicable) or vomit it back up and take a point of lethal damage. They will taste only blood.
This devotion costs 5 XP to learn.
Name: Into the Veil (15XP)
Essentiaphagia 5, Obfuscate 3
Cost: 2 Vitae or 1 Ectoplasam.
Dramatic Failure: Instead of being seen only by ghosts you hide yourself completely from ghosts, and them from you for the rest of the night.
Failure: You can still see ghosts but they cannot see or communicate with you.
Success: You vanish from the material and join the ghosts in twilight. Here you are able to be present and listening without being seen by anyone on the physical plane who is not looking into twilight. Detecting obfuscate alone will not detect this power.
Exceptional Success: Same effect as above only regain 1 ectoplasam from being so well connected to the ghost realm.
Duration: The duration of this power is one scene unless dropped beforehand.
Venom the Blade (Merges Sorcery lv 3)
The Poisoner focus enough of their hatred to make the poison from a liquid more to a thicker saliva that comes from the prepared poison they have made already. The prepared poison can then be coated onto a weapon, and will only stay for a short while, in doing so the Poisoner creates a way to deliver a poison in a way that doesn't require one to bite down to make it happen. This Saliva seems to give the weapon or blade that it coats a odd green color to it while the poison is on it.
System: The Iltani must already have a Poison prepared before they cast this. As with all Merges Sorcery, it takes one willpower to cast this ritual, as well as 1 vitae, which is used to make the thicker version of the poison. Applying this to a weapon that causes Lethal damage takes an Instant action. After which the Poison is apply for the following scene, but will dry. This weapon can not be a firearms, but may be Bows or arrows. The gunpowder burns the poison away. The poison follows the normal rules for one of the Venomous Bite Poisons or Venom Mastery. After a successful damaging attack with the weapon, the poison is gone and must be re-applied to use it again.
Name: Claws of the Wicked (Protean 3)
Cost: 1 vitae
Effect: Upon activation of this power, the vampire's nails grow into long, fearsome talons, capable of rending bone and flesh alike. This power makes many Gangrel truly fearsome combatants, and other Kindred tend to give them a wide berth. Note that not every vampire's claws look the same. Claws of this type rarely correlate to anything observed in nature, and even when they do it's an alarming perversion of what ought to be. They're alien, and terrible to behold.
Dice Pool: This power involves no roll. The wicked claws grow by silent act of will on the part of the vampire, and they can be sprouted from both a vampire's hands and feet. Imbued with the unholy power of Vitae, these ferocious weapons offer a +1 bonus to attack pools in unarmed close combat, and inflict aggravated damage. Of course, these bonuses require that the character actually attacks with his claws -- one cannot invoke Claws of the Wild and then gain a +1 bonus and aggravated damage if attacking with an axe or pistol, for example. In addition to their combat potential, the claws add two dice to any intimidation-related rolls as long as they remain invoked, because they look absolutely horrifying. The claws remain for the scene unless the vampire retracts them prematurely.
Name: Vajra (Celerity 1, Sakti Pata 2, Vigor 1)
Effect: Purchase of this Devotion allows the user to learn the Sakti Pata 2 power 'Gift of Indra' as a reflexive, rather than an instant action. Instead of making a cut and allowing the vitae to spill forth, the Kindred instead causes it to erupt violently from their body in a visually spectacular way.
This Devotion costs 12xp to learn.
Notes: Works on Vampires Only
Cost: 4; 1 Syrette
Characters must research and discover the formula.
Considered an urban myth amongst Vampires, Solace is a supernatural drug that works only on Vampires. It has no effect on any Mortal nor any other type of Supernatural, for reasons beyond the knowledge of those that know of the drug. Solace is taken in the form of a Syrette that is either injected into a vein or pushed under the tongue. Once taken, the user feels mortal, albeit only for a brief time. They are capable of enjoying the sensations and feelings that they once enjoyed as a mortal, or, if their mortal lives were rough, they can enjoy the feelings that they could only imagine of they had a better life. Needless to say, with every high, comes a low. Once the effects of the drug have worn off, it leaves users wanting more. For some, this is a crippling addiction that leaves the Vampire simply hunting for the next fix, for others, a high to be enjoyed like supping on a heroin-filled mortal.
Solace only comes in syrette forms and is taken as a single hit, with multiple hits at once having no effect upon the user. Upon taking Solace, the user regains a number of WP equal to the potency of the drug. The high will be the same no matter the potency, but how refreshed the user is because of their hit depends on the potency of the syrette at the time. Each time the user indulges in their addiction, they gain the Solace Addiction flaw, from -1 to -3, to represent their ability to refuse to indulge their addiction if offered. By spending a Willpower Point or rolling Stamina + Resolve, they can refuse to indulge, but the penalty remains the same for the next time they are offered if they use a WP. Each successful roll reduces the penalty until they can finally break free, but they still remember the feeling and temptation to use the drug in the future.
Availability: 6. Successes Required: 5 (base) + (5 x 6 availability.) = 37 Successes per batch. 10 Syrettes per Batch.
At the end, roll 10 dice. Each success equals 1 Potency, to a max of 5.